The draft is the first half of the game. There are eight kinds of unit and room for five stacks: a spearman has 10 hit points and walks, a drake has 60, flies over everything and is the fastest thing on the roster. Pressing max on the spearmen really does buy eighty-three of them for 996 gold; the same button on the drakes buys three for 780 and leaves you a knight's worth of change. Buying wide and buying tall are both real answers, and neither of you finds out which the other chose until the armies are on the ground.
Then both armies appear at once along opposite edges of a 14×10 field, and the fastest stack acts first. A stack moves, strikes, shoots, braces, or waits for a better moment — and whatever you hit swings back, but only once a round. A stack is a group rather than a single piece, so damage comes off its head count: in the battle played to write this card, a stack of five archers hit a knight stack for 14 and killed one knight, and the knights swung back for 32 and killed four of the archers. The boulders scattered over the ground are mirrored across the centre line, so the terrain never decides it.
Nobody to send a link to? Press Play the machine and the server plays the other side: it is a program, not a person, it buys its army the moment you press, and it answers the instant you finish a move. Same rules, same board — one click, no account, nobody to wait for. The other way round is two people: one of you presses Start a match, gets a link and sends it to the other; it seats two, there is no account on either side, and anyone arriving third is told this match already has two players. Reloading does not end the match — the seat is held on the server, so a refresh drops you straight back into the same battle on the same round. The honest limits: there is no matchmaking, so the two-player game needs a link you send to someone yourself; there is no queue that will find you a stranger. And the server drops a match nobody has touched for six hours, which makes a stale link a dead one.